SkeletonRenderTexture.cs 9.7 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2022, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #if UNITY_2019_3_OR_NEWER
  30. #define HAS_FORCE_RENDER_OFF
  31. #endif
  32. #if UNITY_2017_2_OR_NEWER
  33. #define HAS_VECTOR_INT
  34. #endif
  35. using System.Collections.Generic;
  36. using UnityEngine;
  37. using UnityEngine.Rendering;
  38. namespace Spine.Unity.Examples {
  39. /// <summary>
  40. /// When enabled, this component renders a skeleton to a RenderTexture and
  41. /// then draws this RenderTexture at a quad of the same size.
  42. /// This allows changing transparency at a single quad, which produces a more
  43. /// natural fadeout effect.
  44. /// Note: It is recommended to keep this component disabled as much as possible
  45. /// because of the additional rendering overhead. Only enable it when alpha blending is required.
  46. /// </summary>
  47. [RequireComponent(typeof(SkeletonRenderer))]
  48. public class SkeletonRenderTexture : MonoBehaviour {
  49. #if HAS_VECTOR_INT
  50. public Color color = Color.white;
  51. public Material quadMaterial;
  52. public Camera targetCamera;
  53. public int maxRenderTextureSize = 1024;
  54. protected SkeletonRenderer skeletonRenderer;
  55. protected MeshRenderer meshRenderer;
  56. protected MeshFilter meshFilter;
  57. public GameObject quad;
  58. protected MeshRenderer quadMeshRenderer;
  59. protected MeshFilter quadMeshFilter;
  60. protected Mesh quadMesh;
  61. public RenderTexture renderTexture;
  62. private CommandBuffer commandBuffer;
  63. private MaterialPropertyBlock propertyBlock;
  64. private readonly List<Material> materials = new List<Material>();
  65. protected Vector2Int requiredRenderTextureSize;
  66. protected Vector2Int allocatedRenderTextureSize;
  67. void Awake () {
  68. meshRenderer = this.GetComponent<MeshRenderer>();
  69. meshFilter = this.GetComponent<MeshFilter>();
  70. skeletonRenderer = this.GetComponent<SkeletonRenderer>();
  71. if (targetCamera == null)
  72. targetCamera = Camera.main;
  73. commandBuffer = new CommandBuffer();
  74. propertyBlock = new MaterialPropertyBlock();
  75. CreateQuadChild();
  76. }
  77. void OnDestroy () {
  78. if (renderTexture)
  79. RenderTexture.ReleaseTemporary(renderTexture);
  80. }
  81. void CreateQuadChild () {
  82. quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
  83. quad.transform.SetParent(this.transform.parent, false);
  84. quadMeshRenderer = quad.GetComponent<MeshRenderer>();
  85. quadMeshFilter = quad.GetComponent<MeshFilter>();
  86. quadMesh = new Mesh();
  87. quadMesh.MarkDynamic();
  88. quadMesh.name = "RenderTexture Quad";
  89. quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
  90. if (quadMaterial != null)
  91. quadMeshRenderer.material = new Material(quadMaterial);
  92. else
  93. quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad"));
  94. }
  95. void OnEnable () {
  96. skeletonRenderer.OnMeshAndMaterialsUpdated += RenderOntoQuad;
  97. #if HAS_FORCE_RENDER_OFF
  98. meshRenderer.forceRenderingOff = true;
  99. #else
  100. Debug.LogError("This component requires Unity 2019.3 or newer for meshRenderer.forceRenderingOff. " +
  101. "Otherwise you will see the mesh rendered twice.");
  102. #endif
  103. if (quadMeshRenderer)
  104. quadMeshRenderer.gameObject.SetActive(true);
  105. }
  106. void OnDisable () {
  107. skeletonRenderer.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
  108. #if HAS_FORCE_RENDER_OFF
  109. meshRenderer.forceRenderingOff = false;
  110. #endif
  111. if (quadMeshRenderer)
  112. quadMeshRenderer.gameObject.SetActive(false);
  113. if (renderTexture)
  114. RenderTexture.ReleaseTemporary(renderTexture);
  115. allocatedRenderTextureSize = Vector2Int.zero;
  116. }
  117. void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
  118. PrepareForMesh();
  119. RenderToRenderTexture();
  120. AssignAtQuad();
  121. }
  122. protected void PrepareForMesh () {
  123. Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
  124. Vector3 meshMinWorldSpace = transform.TransformPoint(boundsLocalSpace.min);
  125. Vector3 meshMaxWorldSpace = transform.TransformPoint(boundsLocalSpace.max);
  126. Vector3 meshMinXMaxYWorldSpace = new Vector3(meshMinWorldSpace.x, meshMaxWorldSpace.y);
  127. Vector3 meshMaxXMinYWorldSpace = new Vector3(meshMaxWorldSpace.x, meshMinWorldSpace.y);
  128. // We need to get the min/max of all four corners, close position and rotation of the skeleton
  129. // in combination with perspective projection otherwise might lead to incorrect screen space min/max.
  130. Vector3 meshMinProjected = targetCamera.WorldToScreenPoint(meshMinWorldSpace);
  131. Vector3 meshMaxProjected = targetCamera.WorldToScreenPoint(meshMaxWorldSpace);
  132. Vector3 meshMinXMaxYProjected = targetCamera.WorldToScreenPoint(meshMinXMaxYWorldSpace);
  133. Vector3 meshMaxXMinYProjected = targetCamera.WorldToScreenPoint(meshMaxXMinYWorldSpace);
  134. // To handle 180 degree rotation and thus min/max inversion, we get min/max of all four corners
  135. Vector3 meshMinScreenSpace =
  136. Vector3.Min(meshMinProjected, Vector3.Min(meshMaxProjected,
  137. Vector3.Min(meshMinXMaxYProjected, meshMaxXMinYProjected)));
  138. Vector3 meshMaxScreenSpace =
  139. Vector3.Max(meshMinProjected, Vector3.Max(meshMaxProjected,
  140. Vector3.Max(meshMinXMaxYProjected, meshMaxXMinYProjected)));
  141. requiredRenderTextureSize = new Vector2Int(
  142. Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.x - meshMinScreenSpace.x))),
  143. Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.y - meshMinScreenSpace.y))));
  144. PrepareRenderTexture();
  145. PrepareCommandBuffer(meshMinWorldSpace, meshMaxWorldSpace);
  146. }
  147. protected void PrepareCommandBuffer (Vector3 meshMinWorldSpace, Vector3 meshMaxWorldSpace) {
  148. commandBuffer.Clear();
  149. commandBuffer.SetRenderTarget(renderTexture);
  150. commandBuffer.ClearRenderTarget(true, true, Color.clear);
  151. Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
  152. meshMinWorldSpace.x, meshMaxWorldSpace.x,
  153. meshMinWorldSpace.y, meshMaxWorldSpace.y,
  154. float.MinValue, float.MaxValue);
  155. commandBuffer.SetProjectionMatrix(projectionMatrix);
  156. commandBuffer.SetViewport(new Rect(Vector2.zero, requiredRenderTextureSize));
  157. }
  158. protected void RenderToRenderTexture () {
  159. meshRenderer.GetPropertyBlock(propertyBlock);
  160. meshRenderer.GetSharedMaterials(materials);
  161. for (int i = 0; i < materials.Count; i++)
  162. commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
  163. materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
  164. Graphics.ExecuteCommandBuffer(commandBuffer);
  165. }
  166. protected void AssignAtQuad () {
  167. Vector2 min = meshFilter.sharedMesh.bounds.min;
  168. Vector2 max = meshFilter.sharedMesh.bounds.max;
  169. Vector3[] vertices = new Vector3[4] {
  170. new Vector3(min.x, min.y, 0),
  171. new Vector3(max.x, min.y, 0),
  172. new Vector3(min.x, max.y, 0),
  173. new Vector3(max.x, max.y, 0)
  174. };
  175. quadMesh.vertices = vertices;
  176. int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
  177. quadMesh.triangles = indices;
  178. Vector3[] normals = new Vector3[4] {
  179. -Vector3.forward,
  180. -Vector3.forward,
  181. -Vector3.forward,
  182. -Vector3.forward
  183. };
  184. quadMesh.normals = normals;
  185. float maxU = (float)(requiredRenderTextureSize.x) / allocatedRenderTextureSize.x;
  186. float maxV = (float)(requiredRenderTextureSize.y) / allocatedRenderTextureSize.y;
  187. Vector2[] uv = new Vector2[4] {
  188. new Vector2(0, 0),
  189. new Vector2(maxU, 0),
  190. new Vector2(0, maxV),
  191. new Vector2(maxU, maxV)
  192. };
  193. quadMesh.uv = uv;
  194. quadMeshFilter.mesh = quadMesh;
  195. quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
  196. quadMeshRenderer.sharedMaterial.color = color;
  197. quadMeshRenderer.transform.position = this.transform.position;
  198. quadMeshRenderer.transform.rotation = this.transform.rotation;
  199. quadMeshRenderer.transform.localScale = this.transform.localScale;
  200. }
  201. protected void PrepareRenderTexture () {
  202. Vector2Int textureSize = new Vector2Int(
  203. Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
  204. Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
  205. if (textureSize != allocatedRenderTextureSize) {
  206. if (renderTexture)
  207. RenderTexture.ReleaseTemporary(renderTexture);
  208. renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
  209. allocatedRenderTextureSize = textureSize;
  210. }
  211. }
  212. #endif
  213. }
  214. }